If the PC does not need to know about any of this, I’d keep it out of it, for sure. Regarding the mess, you can do this:
This will auto-generate a function / event with a matching signature. In addition, you can also do the above inside a separate function, cleaning up everything really nicely. I usually have a separate function dedicated to binding / unbinding dispatchers.
it could look like so:
2 functions only, no mess and the functionality is reusable.
This method of binding would also work on 2 completely unrelated actors by providing the target object for the Create Even node.
Would it be possible to incorporate all this functionality using that, so there’s no need to communicate/delegate/dispatch anything else??? Everything happens in that widget?
Sure, why not - makes sense. The fewer blueprints are involved and more encapsulation you can produce - the better. You may be able to spawn a component like this inside the widget:
Never tried but it could / should work.


